杂志信息网-创作、查重、发刊有保障。

英文论文翻译对照表

发布时间:2024-07-07 22:17:20

英文论文翻译对照表

英文文献翻译推荐的翻译网址如下:

福昕翻译是一个在线的翻译网站,可以一次性翻译整篇文档,还有双语对照和还原排版的译文可以下载,阅读起来比较方便。而且支持的格式也比较多,PDF、Word、PPT、Excel,甚至是扫描件都可以直接翻译,目前网站支持30来种语言翻译,还可以批量翻译。

优点:操作简单,上传文档就能翻译全文;2M内的文件免费翻译,不限次数;支持多格式翻译,支持数十种语言翻译;提供双语对照译文和还原排版的译文。

缺点:文档翻译支持2M内免费;在线查看译文时有水印(下载的没有水印)。

用知云打开一篇英文文献,鼠标划取一段文字,软件右侧展示翻译结果。翻译结果是翻译与原文的对照,知云可以当作PDF阅读器来使用。即便是word文档,知云也能直接打开。

目前知云集合了多种翻译引擎,有百度AI翻译,谷歌智能云翻译,谷歌生物医学专用翻译,有道翻译,搜狗翻译。谷歌生物医学专用翻译,特别的优化了专业术语。

优点:免费,且没有广告;提供多种翻译引擎,更有谷歌生物医学专用翻译引擎支持;提供Mac版本和Windows版本。缺点:不能整篇翻译;对非文本的PDF文档,不能翻译。

CopyTranslator的实现方法是监听剪贴板的变化,翻译结果会将原文本的换行去除。

优点:免费,代码开源;翻译结果会将原文本的换行去除;提供Mac版本、Windows版本和Linux版本。缺点:虽然不需要复制粘贴操作,因为软件没有与PDF阅读器整合,体验还是欠佳。

DeepL,优点是可以免费下载翻译文档。谷歌翻译,优点是目前不限文档字数;可以免费下载翻译文档(docx文档)。缺点:翻译的专业性欠佳。

搜狗翻译,优点是可以免费下载翻译文档,还提供中英对照的,也是docx文档。彩云小译,优点是可以免费下载翻译文档,也提供中英对照的,是docx文档。

封面—中文摘要—英文摘要—目录—正文—后记(可要可不要)—参考文献

ip毕业论文中英文翻译对照

A virtual world is an interactive simulated environment accessed by multiple users through an online interface. Virtual worlds are also called "digital worlds," "simulated worlds" and "MMOG's." There are many different types of virtual worlds, however there are six features all of them have in common: 1. Shared Space: the world allows many users to participate at once. 2. Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D environments. 3. Immediacy: interaction takes place in real time. 4. Interactivity: the world allows users to alter, develop, build, or submit customized content. 5. Persistence: the world's existence continues regardless of whether individual users are logged in. 6. Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, etc. --------------------------------------------------------------------------------Virtual worlds have been created for many different purposes. The largest and most common type of virtual world is the "MMORPG" which stands for "Massively Multiplayer Online Role Playing Game." But virtual worlds have also been built for purposes other than gaming. The following section summarizes a few ways in which virtual worlds are currently used: Commercial GamingCommercial gaming worlds tend to focus on a singular fictional theme and consistently follow formal conventions such as character-focused avatars, progression through an interactive narrative storyline, and a series of competitive events. Strongly influenced by fantasy, science fiction, and anime genres of literature and film, the majority of sizable virtual worlds in existence today are commercial gaming worlds. Examples include Everquest, Lineage 2, and World of Warcraft. While Virtual Worlds Review includes several top-quality gaming worlds on the review list, we mostly feature worlds that fall outside the traditional gaming mold. Fortunately there are many other great sites that contain comprehensive lists of commercial gaming worlds. Here are a few: Gamespot Gamespy Socializing / Online Community BuildingIn addition to the traditional fantasy RPG worlds, there are many commercial community-focused virtual worlds that emphasize socializing rather than gaming. These worlds offer a more open-ended experience and are strongly influenced by the cultures of text-based chat rooms. Although small-scale, casual games may be incorporated into a social world, participants are not necessarily there to win or play a game, but rather to socialize with others and, in many cases, create and decorate a personal space such as a home, room, or apartment. Social worlds tend to use settings based on idealized versions of reality. Most provide some basic building tools and the ability to host activities and events that revolve around a wide variety of topics. EducationSome virtual worlds have been created for educational purposes. In most cases, educational worlds are sponsored by academic institutions or nonprofit organizations, although some educational worlds are sponsored by corporations. Educational worlds come in a wide variety of forms, including 3D recreations of museum and gallery spaces, computer programming tutorials, virtual libraries, and meeting spaces for online university courses. Active Worlds Educational Universe is one of the oldest and largest networks of educational worlds. Adobe Atmosphere is also being used to build virtual worlds for educational purposes. A great example of a corporate-sponsored educational world is Mokitown. Political ExpressionVirtual worlds can serve as forums for political expression and debate. While real-world political issues can crop up in gaming, social, and educational worlds, there are a few cases in which completely separate virtual worlds have been built for the purpose of political debate or even experiments in various types of self-governing online communities. A great example of a virtual world with a political focus is AgoraXchange. Military TrainingVirtual world technologies are also being used in some interesting ways by the . military. America's Army is being used as a tool to recruit potential soldiers, while companies like Forterra Systems are working with military groups to develop training simulations. And this is just the beginning. As these technologies develop further over the next several years, virtual worlds will be used for all types of purposes as more people begin spending more time in them. If you're new to the "world of virtual worlds" we hope that Virtual Worlds Review will serve as a user-friendly, informative place to learn a bit about them. For those who are already familiar with virtual worlds, we hope the site will let you know about other types of worlds you may not have heard of before. In either case, welcome and enjoy the site. -------------------A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example). Some, but not all, virtual worlds allow for multiple computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain degree.[3] Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance multiplayer online games commonly depict a world similar to the real world, with real world rules and real-time actions, and communication. Communication is usually textual, with real-time voice communication using VOIP also possible.[clarify]Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based concept of virtual worlds predates computers and could be traced in some sense to Pliny.[5] The mechanical-based 1962 Sensorama machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its world. Among the earliest virtual worlds to be implemented by computers were not games but generic virtual reality simulators, such as Ivan Sutherland's 1968 virtual reality device. This form of virtual reality is characterized by bulky headsets and other types of sensory input simulation. Contemporary virtual worlds, multi-user online virtual environments, emerged mostly independently of this virtual reality technology research, fueled instead by the gaming industry but drawing on similar inspiration.[6] While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an imersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes. MUDs, short for “Multi User Dungeons,” are examples of virtual worlds that consist of virtual space inhabited by representations of data and other users [7]. Early virtual worlds were text-based, offering limited graphical representation, and often using a Command Line War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter game. Maze first brought us the concept of online players as eyeball "avatars" chasing each other around in a maze.” (, 29th Feb). According to the website this was in 1974, it was played on Arpanet (the initial internet), however it could only be played on an Imlac, as it was specifically built for this type of in 1978 MUD was released, it however was not 3D, it was text-based and used a TELNET program, by following the link you will be able to play the game, and understand just how far virtual worlds have come since . You can understandably argue whether or not this is a “virtual world” and that Maze War was more sophisticated (being 3D), but you must understand that MUD could be played by anyone, Maze War was computer specific. Perhaps in today’s senses it is not a true virtual world, but the idea of a virtual world in those days were different (see Neuromancer link in bibliography for more information).Some early prototyptes were WorldsAway, a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape, Cityspace, an educational networking and 3D computer graphics project for children, and The Palace, a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online).[citation needed]In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.[citation needed][edit] Virtual world conceptsOne perception of virtual worlds requires an online persistent world, active and available 24 hours a day and seven days a week, to qualify as a true virtual world.[citation needed] Although this is possible with smaller virtual worlds, especially those that are not actually online, no massively multiplayer game runs all day, every day. All the online games listed above[clarify] include downtime for maintenance that is not included as time passing in the virtual world. While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds. For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft for example). massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple roles. Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if the "source file" for the terrain is shared. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where permitted.[edit] BoundariesVirtual worlds are well-known as being fantasy spaces sealed off from the real world, but more careful analysis reveals that the boundaries between the real and virtual worlds is quite porous. Participants constantly arrive and depart from the world, carrying with them their unique set of behavioral assumptions and attitudes that cannot be disentangled from their interactions in the virtual world.[8][clarify] For example, in virtual worlds which bring together players from multiple cultural backgrounds, a participant in a virtual world brings their own cultural preconceptions about those other cultures across the boundary into the world while playing. The term magic circle has been used to describe the imaginary barrier between the virtual world and the real world. The fantasy environment of the virtual world is protected from the intrusion of real life by this magic circle, but practices such as the sale of virtual items and virtual currency for real life currency challenges this separation while reinforcing the notion that objects in the virtual world have real life value. In a 2001 study by Edward Castronova, the value of the currency in the MMORPG Everquest was evaluated based on its exchange rate at USD , making this unit of virtual currency of higher value than the Yen or the though Virtual Worlds are most of the time seen as 3D Games, there are many different kinds of it: forums, blogs, wikis and chatrooms where communities born. Places which have their own world, their own rules, topics, jokes, members, etc... Each person who belongs to these kinds of communities can find like-minded people to talk to, whether this be a passion, the wish to share information about or just to meet new people and experience new things. Some users develop a double personality depending on which world they are interacting with. Depending on whether that person is in the real or virtual world can impact on the way they think and act. It is not all about video games and communities, virtual world also plays a part in the social as it can allow people to speak or share knowledge with each other. Best examples are instant messaging and visio-conferences which allow people to create their own virtual world. It can also be used to help hospitalized children (suffering from painful disease or autism for example) to create a comfortable and safe environment which can help Virtual Worlds can be seen as a new way for people to socialize, they are said to be at the heart of a lot of anti-social behaviour. People playing video games online and more precisely, MMORPG are sometimes so addicted to the game that they cannot live without playing it. Such people are called “No Life” or Otaku and spend most of their time in their house not leaving it for days. They are often wrongly treated like insane people and also represented as dangerous when criminal cases imply links with video games. The thing is that video games played online are most of the time designed to be played for a long period of time (and even in the case of World Of Warcraft indefinitely – programmers provide updates and new things to discover regularly). People who abuse this kind of video games end up living most of their live in their bedrooms, do not develop any social life or skills: they communicate with friends mostly via the game or the internet, they create their own life on the internet with a specific name, image and charisma. The example of Second Life is totally unique because players develop communities and businesses in this game. Second Life is a game where the player has to create his/her own character with a human aspect and live a second life in a virtual world. The thing is that some people are so involved in this game (and created their “own self” in this game) that they have a double personality.

The teachers' teaching behavior in the classes includes not only the organizing forms and teaching ways of the teaching content in the big aspect,but also in every word and action of the also has a close connection to the quality of the aspect of the teaching behaviors,this thesis mainly deeply discusses the behaviors which influences the teaching effects and then analyses the change trend of aims to find out the way that can improve the quality of teaching so that the teachers can improve themselves.

英语和汉语是两种不同的语言,各有各自的表达方式。下文是我为大家整理的关于的范文,欢迎大家阅读参考! 篇1 英汉翻译中的翻译症 摘要:英汉翻译的过程中。存在着翻译症这一诟病。文章首先介绍了翻译症。然后通过分析翻译过程中理解、表达、审校三个阶段翻译症的一些表现形式。总结出翻译症的根源,最后提出了相应的防范措施。 关键词:英汉翻译;翻译症 一、什么是翻译症 英汉翻译把英语表达的意思用汉语表达出来,以达到沟通思想情感、传播文化知识、促进社会文明的目的,译文的基本标准一般为“忠实而通顺”。所谓的忠实指的是译文要忠实于原作的思想内容和并且尽量保持原作的风格;在忠实的基础上译文还应该修辞正确、逻辑合理、语言精简、文理通顺,即所谓的通顺。 由于英汉两种语言文化背景不一,行文结构与遣词造句的习惯也相去甚远,语际转换不可避免地产生一些矛盾。翻译的过程其实就是这种矛盾不断妥协的过程。著名学者、翻译家余光中将其形象地概括为“比如英文译成中文,既不许西风压倒东风,变成洋腔洋调的中文,也不许东风压倒西风,变成油腔滑调的中文”。但在英汉翻译实际操作的过程中由于英语的先入为主,矛盾对峙的结果往往一不小心西风就压倒了东风,译出来的文字便“不中不西,非驴非马,似通非通、诘屈聱牙”;让人看起来“看起来碍眼、听起来逆耳、说起来拗口”。尤今・奈达在《翻译理论与实践》提到了这种现象,专门造了一个词――translationese。翻译症不但严重影响译文的质量,而且会影响汉语语言的纯洁性,不利于汉语语言的健康发展。 二、探寻翻译症的原因 英汉翻译是一项及其复杂的工作,理解、表达、审校三个翻译阶段,任何一个阶段处理不好都可能导致翻译症的发生。 一理解阶段 理解的过程就是对原文进行语言分析比如词汇、语法结构等、语境分析上下文含义、篇章语体结构等,并力求透彻领会文字所承载的文化内涵,了解相关的背景知识,有时需要具备一定的生活常识。 例1:Galileo’s greatest glory was thatin 1609 he WaS the first person to turn thenewly invented telescope 0n the heavens toprove that the planet revolve around the sunratherthanaroundthe earth. 原译:伽利略最大的荣耀是他在1609年第一个把新发现的望远镜对准了天空,以证实行星是围绕太阳运转,而不是围绕地球寻转。 分析:翻译只理解了原文的表层意思,机械地将glory理解为“最大的荣耀”,导致最终的译文令人费解。翻译时如果只考虑原文的表层意思,简单地依照字面意思理解,结果往往言不达意。通过例1的上下文可以看出,它指的是伽利略借助科学手段第一次用试验的方法证实了行星围绕太阳运转这一事迹。原文的正确译法为“伽利略最光耀的业绩在于,他在1609年第一个把新发明的望远镜对准了天空,以证实行星是围绕太阳运转,而不是围绕地球运转”。 例2:It doesn’t matter to me as longaS I get something between my rids and mybackbone. 原译:没有关系,只要有点东西放在我的肋骨和脊骨之间就行了。 改译:没有关系,吃点东西,填填肚子就行了。 分析:人的肋骨和脊骨之间是胃,getsomething between onffs rids and my back-bone等价于get something to eat。这是一种非常幽默的说法,英美人喜欢幽默,翻译时要学会理解他们的幽默感。由于中英文化的差异,如果直接按照源语理解,往往语义不通,不合逻辑,不知所云,败坏读者的阅读兴趣。 二表达阶段 表达是翻译的重心,在这一过程中,除了正确理解原文这一前提外,还要依赖于对目的语的修养程度和对这两种语言的把握。 例1:The students in a cluster and lifttheirhandswhentheirnames are called. 译文:学生们站在一起,当他们的名字被叫到时,就举举手。 分析:译文显得不够流畅。英语属于形合语言,句中的词语或分句之间需要功能词加以连线,而汉语属于意合语言,词语或者分句之间往往不需要词语来连线。所以在进行英汉翻译时,原文中诸如连词、代词、介词之类的功能词,往往需要略去不译。英汉翻译时,如果漠视这种差异,见when就译成“当……时候”,每遇修饰语就用“的”处理,将导致翻译僵化,翻译症严重。 例2:And it iS imagined by many thatthe operations of the mon mind Can beby no means pared with these processes,and that they have to be acquiredby a sortof special training, 原译:它被许多人想象成这样子:普通人的思维活动根本无法与科学的思维过程相比,这个思维过程必须经过专门训练才能掌握。 分析:例2将“itisimagined”的被动结构机械照搬,译文“它被许多人想象成这样子”读起来别扭。译者忽略了英汉两种语言表达习惯的差异,汉语比英语更习惯于用主动语态。这种情况如果不采用一定的变通手段,化被动为主动,而是刻意忠实于原文的表层形式,译文就显得不地道。 例3:I have sought love,first,becauseit brings ecstasy-1 would have sacrificed allthe restoflife for afewhours of this joy, 原译:我追逐过爱,首先因为爱能带来狂喜――我宁愿牺牲我所有的余生来换取这片刻的幸福。 分析:可以改译为“我追逐过爱,首先因为爱能带来狂喜――我宁愿倾我一生来换取这片刻的幸福”。由于语言结构体系的不同,英语语言具有相当的清晰性、分析性和逻辑性,而汉语则模糊性、跳跃性和圆融性见长。如果忽视了这种特点,认为中文不够精确,不够科学,而在翻译的过程中,一味地借助一些词加以规范,向英文考虑,译文往往不伦不类,适得其反。仔细分析一下,“我所有的余生”并不比“我的一生”精确多少,而且汉语中的余生常指老年人的晚年,或者大难后侥幸保全的性命,这和原文的意思想去甚远。 例4:It is as significant as a game ofcricket, 原译:这件事如同板球赛一样重要。 分析:很多人都认为这个译文“息有”翻译症,其实不然。是不是患有翻译症,有时关键还要看翻译的目的和接受者是谁。如果接收者文化水平不高或对“板球赛”不甚了解,那么这种表达肯定很难理解。但在英国板球是人们最热衷的运动,板球赛是男女老少都关注的事,所以有时这样的异化翻译还能更好地传达异国风格。 三审校阶段 审校是初步译好原文后,进一步全面查实工作的一个后期阶段。译者细致地通读译文草稿不仅可以对内容的忠实性、问题的切实性、译语的可读性进行甄别、查证、修改、点定,还可以进一步解决理解、表达阶段尚无定论的问题。纽马克主张,译者应根据文字的难以程度,花费翻译所用时间的50-70%来审校自己的译文。 通过以上对翻译各阶段中翻译症的一些表现形式的分析可以看出,尽管翻译症产生的原因从根本上说还是上述三个阶段综合作用的结果:理解阶段未透彻理解原文、表达时片面强调忠实,从形式上照搬原文而忽视汉语的遣词造句特征,审校工作不认真。 三、如何减少、避免翻译症 一篇中求句,句中求字 1、吃透原文。对原文的理解不能见字不见句,只见树木不见树林,需要结合其篇章语境、情景语境和社会语境。此外,对英汉两种语言在体系、文化背景、思维习惯上存在相当大的差异,译者一定要增强责任心,从开始阶段就要摈弃不求甚解、得过且过的作风。 2、用汉语的思维和表达再现原文。在透彻、准确表达原文的基础上,应摆脱英文的字面束缚,充分考虑英汉语言在表达形态上的种种差异,用汉语的思维和表达方式重构译文。 二要掌握合理的翻译技巧 科学合理的翻译技巧可短时间减少翻译症的发生。 首先要把握合理的翻译标准尺度。翻译症的发生就是翻译标准走了极端。忠实和通顺是一个矛盾统一体的两个方面,一定要统筹兼顾,把握好尺寸。 其次要灵活运用转性、变态、增补、省略等多种翻译手法,以达到变中求信、变中求顺的目的。 三养成良好的审校习惯 审校是翻译的一个重要环节,译者一定要谨慎,切实把好这一关。建议译者最好放一段时间再来重新审查自己的译文,如果还不行,可以寻求他人帮助。 四、结论 翻译既是一门有一定规律可循的科学,也是一门有限制性的艺术创作。要从根本上避免翻译症的发生,还需提高译者的综合素质,尤其是语言素质。要广泛阅读,扩大知识面。不但从汉语名著中获取营养,还要适当进行一些英美文学名著明译的对照阅读。同时,翻译也是一门技能,可以通过讲授或实践学习获得,因此理论的学习和笔耕不辍的练习是减少翻译症必不可少的手段。 篇2 探讨英汉翻译技巧 摘 要:英语和汉语是两种不同的语言,各有各自的表达方式。日常生活中会遇到这样的情况,某人英语很好,能看能说,但是下不了笔,译出的东西词不达意,逻辑不通,语法混乱,洋腔洋调。对翻译的方法缺少必要的了解。了解常见的英汉翻译方法,通过翻译实践,发现两种语言之间的差异,有助于学习者更好的掌握英语。 关键词:英语翻译 教学 技巧 理解是翻译的前提,也是决定性的作用。若原文理解不对,译文再漂亮也是徒劳的。首先要了解翻译的过程,大致有三个环节:1、理解全文2、汉语表达3、核对润色。 一、理解全文 理解包括原文语法结构的理解和原文词义的理解。弄不清语法结构、不能准确的把握词义,是英汉翻译的两大“敌人”。英语语法结构通汉语相比更为严密,功能词远远多于汉语,英语句子是通过语法手段将词连线而成的。在翻译时,特别是翻译比较复杂的句子时,有必要对句子的语法成分和结构进行分析,掌握所涉及的语法知识。这样在翻译具体的语言专案时就能有明确的框架,便于安排。另一方面,英语中一词多义现象十分普遍,翻译时要依据各种资讯,结合上下文来确定词语在文中的具体的确切的意义。 二、汉语表达 汉语表达就是在理解的基础上用汉语将原文所表达的资讯传达出来。翻译时应该在吃透原文的基础上,站得远一些,摆脱原文的形式的束缚,灵活地用汉语将原文内容阐述明白。 三、核对润色 如果对原文缺乏深入的理解,翻译过程中就容易出错,受原文用词与结构的影响,汉语表达中容易出现英语式的汉语,译文读起来洋腔洋调。因此,翻译完成之后,必须认真检查核对,润色文字使译文忠实,通顺地表达原文的内容。将英语句子翻译成汉语,无非关系到两大要素词语和句子。 下面我们将重点研究一下英汉词语翻译和句子的翻译。首先,翻译表达的第一步是如何将英语的词语翻译成恰当的汉语词汇。几个大致的方法:确定词义、词类转换、增词法、重复法和减词法。 一确定词义 英语和汉语属于两种不同的语言,词汇差异较大。两种语言的词汇很难找到意义完全一一对应的。翻译时,首先要先确定词语在上下文中确切的含义。 1、利用上下文,确定词义:He is a hard-working student and all the teachers like him very much.他是个勤奋的学生,所有的老师都很喜欢他。 He is a student of physics and has published a lot of academic books.他是个物理专家,已经出版了很多部学术书籍。 英语中,student有两个意思,一个是“学生”,一个是“学者、专家”,而且两个词都是名词,翻译时就需要从上下文中来确定具体的词义。 2、根据语法知识,确定词义:He bought three books in English yesterday. 他昨天买了三本英语方面的书。 Tom booked two tickets last week.汤姆上周预定了两张票。 英语中,book可以作名词也可以作动词,但是两者意义差别很大。第一句中很显然是名词,应译为“书”;第二句中是动词,应译为“预定”。 二词类转换法 在进行英汉翻译时,不能简单的把名词译为名词,动词译为动词,是经常需要词类转换的。 1、英语名词转译成汉语动词:英语词汇中名词对,而汉语中动词多。在英汉翻译的时候,特别是翻译由动词派生出来的名词时,名词转换成动词的情况非常普遍。 The little child gave an imitation of his mother’s talking.这个小孩模仿他妈妈说话。 2、英语介词转译成汉语动词:英语中,介词的使用是非常频繁的,它们是用来表示词于词的语法关系,是组成语法结构的一种非常重要的“功能词”。汉语中许多介词是有动词虚化出来的,许多介词兼有动词的词性,因此在翻译的时候应正确处理这两类词。 The house is in repair.这个房子正在维修中。 3、英语形容词译成汉语动词:The following plan may bee available during the next decade.下列计划在10年间可能实现。 英汉翻译的过程中词类转化是比较灵活的,除了上面涉及到的几种情况外,其他词类间也是存在着相互转换的问题。翻译时要灵活运用。 三增词法 英汉翻译时,由于意义表达的需要或者汉语语法的要求,英汉翻译时,经常需要增加一定的词汇才能使译文表达的意义完整、准确、流畅。 1、英语中有许多抽象名词是由动词或形容词派生的,它们在汉语中的对等词同响应的动词和形容词几乎没有什么差别,在翻译时若把它们翻译成名词,有时就需要增词,是抽象名词的所指更具体些。 Her arrogance led to the failure of her first marriage. 他傲慢的态度导致第一次婚姻失败。 2、英语中,时态是靠动词的变化或通过增加助动词体现出来的,汉语中,时态多是由助动词或时间副词体现的,所以,在翻译的过程中经常需要增词。 Some measures has been taken,but without success. 已经采取了一些措施,但依然没有成功。 3、英语中,“数”的范畴是由名词数的语法形式体现出来的,而在汉语中,这一范畴基本上是由词汇手段来体现的,所以在翻译时,也经常需要增词。 In spite of the reasons, he still couldn’t escape critici *** . 尽管他有种种理由,但仍不能逃脱批评。

毕业论文之中英文对照翻译

Thesis For Graduation毕业论文Thesis For Academic Degree学位论文Thesis表示比较严肃的文章,是带有一定目的的,研究性的文章。学位论文,研究报告。

A Thesis Submitted as a Partial Fulfillment of the Requirement for the Degree of B. A./B. S. in ***这是标准的学士学位毕业论文的说法,.代表文学学士,.代表理学学士,***处填上专业。

转基因技术与传统技术的关系 自从人类耕种作物以来,我们的祖先就从未停止过作物的遗传改良。过去的几千年里农作物改良的方式主要是对自然突变产生的优良基因和重组体的选择和利用,通过随机和自然的方式来积累优良基因。遗传学创立后近百年的动植物育种则是采用人工杂交的方法,进行优良基因的重组和外源基因的导入而实现遗传改良。 因此,转基因技术与传统技术是一脉相承的,其本质都是通过获得优良基因进行遗传改良。但在基因转移的范围和效率上,转基因技术与传统育种技术有两点重要区别。第一,传统技术一般只能在生物种内个体间实现基因转移,而转基因技术所转移的基因则不受生物体间亲缘关系的限制。第二,传统的杂交和选择技术一般是在生物个体水平上进行,操作对象是整个基因组,所转移的是大量的基因,不可能准确地对某个基因进行操作和选择,对后代的表现预见性较差。而转基因技术所操作和转移的一般是经过明确定义的基因,功能清楚,后代表现可准确预期。因此,转基因技术是对传统技术的发展和补充。将两者紧密结合,可相得益彰,大大地提高动植物品种改良的效率。 下面分别对转基因动物和转基因植物来进行描述。Transgenic technology and the relationship between the traditional technology Ever since mankind has been cultivated crops, our ancestors would have never stopped the genetic improvement of crops. Over the past several thousand years the way crop improvement is mainly produced by natural mutation of genes and recombinant excellent selection and use, through the random and natural way to accumulate good genes. Genetics, nearly a hundred years after its founding breeding of plants and animals is the use of artificial hybridization method for the fine and exogenous recombinant genes into genetic improvement achieved. Thus, transgenic technology and conventional technology is the same strain, and its nature through genetic improvement of access to good genes. However, the scope and efficiency of gene transfer, the transgenic technology and conventional breeding techniques There are two important differences. First, the traditional techniques usually only between individuals within a species to achieve gene transfer, while the transgenic technology transfer genes between organisms is not kinship restrictions. Second, the conventional hybridization and selection techniques are generally carried out in the biological individual level, the operation targeted at the whole genome, the diversion of a large number of genes, some genes can not be precisely right to operate and selection, the performance of future generations predictable is poor. The transgenic technology operations and the transfer of a clear definition of the general is the result of gene, function well, and their offspring can accurately forecast the performance of. Thus, transgenic technology is the development of traditional technologies and additions. Closely integrate the two can complement each other greatly enhance the efficiency of plant and animal species improvement. The following were genetically modified animals and transgenic plants to be described.

开着金山词霸,慢慢来

论文英文翻译对不齐

毕业论文的英文题目翻译错了,对盲审会有影响。 以法学专业的盲审为例,硕士论文的盲审一般都是三个老师,他们会分别根据你的论文给出论文的等级,这个等级决定了你的论文能否通过。 论文提纲提纲最重要。关健看是否能够自成逻辑,符合论文的写作要求。

使用软件翻译始终无法保证语法的准确性和语句的通顺,因为任何文章都是有情境的,连贯性通过软件很难实现,只有人才能通过看懂以后进行修改才能保证其文字的正确。所以建议你最好是找个懂英文的专业人给你解决一下。

机器翻译都不准,这是肯定的你可以用译典通翻译过后 再阅读,修改,润色。译典通是我用过的最好,较准确的机器翻译了,若嫌下载麻烦的话 谷歌翻译也是好的选择

对齐方式的问题改成两端对齐

发表评论英文翻译

对...发表评论 用英文怎么翻译.? ment...on 求采纳 发表对....的看法用英语这么说? 发表对....的看法 Publish a view of...发表对....的看法 Publish a view of... 评论 用英语怎么说 评论 pínglùn [ment] 批评或议论的文章 时事评论 评论 pínglùn [ment on; discuss] 对于人物或事理加以批评议论 评论是非 对......进行评价用英语怎么说 make an evaluation of the............... evaluate the..........弧...... 发表你的看法用英语怎么说 What about your idea?can you say something about it? 这是比较地道的说法 “对……作出评价”用英文怎么说? 30分 to evaluate something, to assess something,to ment on sth, to *** yze sth. to score sth. etc. 高评价用英文怎么说 高评价 [名] high asses *** ent; [例句]他们不仅会给那瓶酒更高评价,而且似乎他们大脑对此的体验也有所不同。 Not only do they rate the wine more highly, but their brains seem to process the experience differently.

发表意见express one's opinion/ view on the subject of ...评论make comments on something

voice your opinion

comment...on求采纳

相关百科